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== Overconfidence == The end result of pulling too much aggro, is death. Here are a few tips to avoid this: # Pull one monster at a time, and don't pull a monster until everyone is ready for it. # Don't join in until the tank has got in a few good whacks. # Attack the monster the tank is attacking. Adds usually have less interest in the tank and may come after you. # If a monster goes after the cleric, ''pounce on it quick''. The cleric can bring you back to life, you can't bring the cleric back to life. (Obviously, this doesn't apply if you're the cleric) # Extending this, it can be helpful to have a team member whose main job is to watch out for wandering monsters and protect the cleric. ## And anyone else who is particularly vulnerable - the 'tabber' in an FB is usually lower level than the monsters, and often needs protection. # Instanced dungeons give out blessings items which increase your attack by 10%. Bear in mind that you'll be generating quite a lot more aggro than you are used to outside! # The simplest way to lose aggro is to stop fighting back and let someone else get some. Even better is if you can just slow down your attacks ''before'' the monster starts attacking you. # Archers and wizards, especially - your critical hits will often pull aggro even from a tank, if you aren't careful. Stand well back! # One of the most popular venomancer tank pets, "Baby Hercules", draws most of its aggro from a reflect shield. You need to wait a moment longer before it's safe to join in the attack.
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